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Well, this is Missile system WITH Arc that check Z axis changes and height between start and end points, that fix bug with hiting units from height or hiting units on height. Missiles dont repeat ground scales. It have traectory of triangle combined with arc. Distance is hypotinuse length. Some people may not understand how it calculates, because here need some knowlage of SINE COSINE HYPOTINUSE calculation.
Story: long time ago I played Elimination Tournament. When I saw bullet traectory... shock... "how this guys do this?". About mounth ago I made something like this. This system meaby is a parody. But it is GUI and not JASS (I think creators of ET did it with JASS). If people have played ET or ET2 and they saw water that used theare, they know what it is model of platform with moving water texture. Why model and not warcraft water? Well, missile do some wierd things, it dont fly under water and suport water horizontaly. That is why they used model of water simulation.
Correct me if I am wrong. Have fun with system and dont be lazy to give credits.
BS Setings
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shot!
Actions
Custom script: local real Hyp
Custom script: local real SINE
Custom script: local real COSINE
Custom script: local real End_Z
Custom script: local real Distance
Custom script: local real Height
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BS_Skip Equal to 0
Then - Actions
Trigger - Turn on BS Loop <gen>
Else - Actions
Set BS_Point[0] = (Position of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Target unit of ability being cast) Equal to No unit
Then - Actions
Set BS_Point[1] = (Target point of ability being cast)
Else - Actions
Set BS_Point[1] = (Position of (Target unit of ability being cast))
Set BS_Point[2] = (BS_Point[0] offset by 70.00 towards (Angle from BS_Point[0] to BS_Point[1]) degrees)
Set BS_MissileCount = 1
For each (Integer BS_MC) from 1 to BS_MissileCount, do (Actions)
Set BS_Parabola[BS] = (((4.00 x BS_Height[BS]) / BS_MaxDistance[BS]) x ((BS_MaxDistance[BS] - BS_Distance[BS]) x (BS_Distance[BS] / BS_MaxDistance[BS])))
Set BS_Debug[BS] = ((BS_StartZ[BS] - BS_DebugZ[BS]) + BS_Parabola[BS])
Set BS_Group[BS] = (Units within BS_Colision[BS] of BS_Point[4] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Mechanical) Equal to False)) and (((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is dead) Equal to Fa
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in BS_Group[BS]) Greater than 0
Then - Actions
Unit Group - Pick every unit in (Random 1 units from BS_Group[BS]) and do (Actions)
-Recycling added to better system performance
-Added arc traectory as well.
NOTE: System works now as bullet spell and Impact grenade spell.
To make it bullet like, change BS_Height to 0 in Setings and set HYPSpeed to number instead of Hypotinuse * 0.03 (it is calculation of speed to make flow of arc nicer. Change 0.03 to other number to make it faster of slower. Care with it.).
14:59, 6th Feb 2010
The_Reborn_Devil:
Seems fair enough, but maybe add support for collision with trees and buildings? The triggers look ok too.
Status: Approved
Rating: Useful
how come i cant target air units in (1.01 jass upgrade), i tryed to fix that with (targets alowed: air, but this didnt seem to change eny thing)
im attempting to build a bow and arrow and the old one was better in the aspect of the more extreme ark and halariously accruate flying sheep kills, what do you change to increase ark? (i suck at triggering so ... yea)
this just confused me more as i am not sure which value ''height'' you refrence, in your old verson it was represented by BS_Height.... that value dosent exist in your (1.01 jass upgrade) so i cant exactly change it...
this systom still kicks ass though its so intence holy fuck, wish i could get the updated one to ark.
epic job regardless as one of my fav triggers iv seen.
i think he means something that people does with vjass and jass like "call makeunitshot (udg_Unit,udg_distance,udg_arc,udg_etc....)" with one action and that loads system Missile Loop with that variables
?????????????
Man, don't do that... if you have something say that has something to do with topic, say, if not, rather don't write it, or go write it to VM or PM. Also don't flame
Wow I was just looking for a projectile system that works like this one!
This one is almost perfectly what I need, except for one major thing:
The missile speed is variable: it depends on how far the target is, how fast it goes. It would be more realistic if the speed is always the same, and the longer the distance, the more time it takes for the missile to fly to the target. Can you fix this? Or is this easily customizable?
===========edit============
Oh I now see your update, that's much better! The speed is constant now
Almost perfect for my map! Only one thing now: it looks like the projectile has unlimited range (it only stops when hitting a unit or the ground) It would be even better if it goes down after a while (due to gravity ) like real bullets do too (or arrows - in my map). Like what you had in your first version.. Can I customize this?
And then I want to make some minor changes (like making it stop when hitting a structure or tree).. I haven't looked at the triggers yet, but it's GUI (wherefor I'm very thankful), so I can probably change the rest
I hope you are still active on The Hive Workshop and can reply to me about the max range
thnx! +rep
I have done a small update. Now you can set ArcHeight to change missile type.
Keeping this as zero will make missile a bullet. Making this number as a proportion with MaxDistance, will create an arc missile.
example: ArcHeight = MaxDistance * 0.1 OR ArcHeight = MaxDistance * 0.25
Else you will see that your missile become faster as closer you shoot.
Btw, do you know how I can make the arrow missile face the right way? (in z-rotation)
Because your bullet model is round and spins, so it doesn't matter, but an arrow should fly with the point to the target and the tail coming behind the point
You might want to switch the projectile's movement type to "Float" in object editor to prevent it from bugging out whenever it flies above deep water.
It also seems that the projectiles automatically explode whenever they leave a water area (try shooting over a pond or a river).
You might want to look into that.
after 4 years you still have yet to fix the issues with targeting air units, what happened man? the original one had no problems hitting air units, sometimes it missed if they had neutral wander but that was part of the fun of aiming, no matter what I change in the trigger settings it never hits air units now. this is a pretty lame issue to have lasted this long. especially when the original was better at hitting air units.
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